Recently we have introduced some changes to the way points are being awarded/deducted in Ranked Games. Amounts of points gained/lost while battling others should now better reflect players' performance and allow them to progress through ranks more easily.
The objective of the charity is to save lives of children in paediatric wards and to provide dignified medical care for patients in geriatric wards. Good luck!
Rules and regulations: If you win this auction, your face will be featured on a card in the video game GWENT. Please note, that by participating in this auction you allow CD PROJEKT S.A., without remuneration, to use and publish your depiction in GWENT: The Witcher Card Game without any territorial or time limitations. This approval allows CD PROJEKT S.A., as well as other entities acting on behalf of or in cooperation with CD PROJEKT S.A., to create a graphical version of the provided depiction and to implement the depiction in this form on a card of CD PROJEKT S.A.’s choosing, in the manner and to the extent determined solely by CD PROJEKT S.A.
We do not plan to release any official deck trackers. The existing one is not officially supported by the game and users are using it at their own risk -- it's a 3rd party software so we can't take any responsibility for it.
Midinváerne is over. The festivities slowly come to an end, and the holiday magic fades into another fond memory. However, before we return to our routine, there is one final, pleasant task…
The time has come to announce the winners of our forum-exclusive competition that was held over the past month! In order to win, contestants needed to utilize their vast knowledge about Gwent and the cards, show a great deal of patience and prove their keen senses.
The winner of the competition is DEERCG
DEERCG will receive 2 FUNKO POP vinyl figurines, GOTY Game Guide and a bag of goodies!
The reward for the second place goes to Offerlamm
Offerlamm will receive 1 FUNKO POP vinyl figurine, GOTY Game Guide and a bag of goodies!
And, last but not least, the third place goes to Macana
Macana will receive GOTY Game Guide and a bag of goodies!
Congratulations to the winners!
Congratulations to all the other participants as well! The competition was fierce, and you have fought well for the prizes.
January – there it is in your calendar, there it is outside your door. It means many things, not least among that we’re at the start of a new year. So whaddaya say we devote a spell to looking back and summarizing the events of the past 12 months.
In 2016, The Witcher 3: Wild Hunt celebrated its first birthday. Since its release back in 2015, it has racked up some serious achievements, including over 800 awards, 250 of which were GOTYs! These numbers alone are a source of deep joy and pride for everyone on the team, a team that today is larger than it has ever been. During this last year we also released Blood and Wine – the second expansion to The Witcher 3, which transported players to the fairytale duchy of Toussaint – and our Game of the Year edition. Together, these two releases tied things off and brought Geralt of Rivia’s adventures to a close… after nearly 10 years, we might add, as it was almost a decade ago, indeed, that we released The Witcher, the first game in a franchise that now includes a whole slew of titles with total sales exceeding 20 million copies.
Konrad Tomaszkiewicz (Game Director): While creating the Witcher games, we learned something new every step of the way, with each new installment. For the first title, we were a small, young team, just out to learn how to make games. There were a few more people around for The Witcher 2, and most of us knew a lot more about game development. But that only encouraged us to go that extra mile, or two, or three… to reach for more, reach well beyond merely making a better version of TW1. I'd like to think that's just how we're made, that's who we are. So we devised and built our own engine and, besides seeking to perfect various game mechanics, we focused on the stories we wanted to tell. That became our obsession. Then came Wild Hunt, Hearts of Stone and Blood and Wine. For these titles, we distilled all we had learned up until then, the groundwork we had laid throughout the years, making the previous games, developing as both individuals and a team. We took that highly concentrated essence, fortified those three titles with it exponentially, and set it all in a vast and robust open world. We're obviously a little sad, now – partings are often like that. But we’re satisfied with how Geralt's story played out and grateful to have learned so much in telling it.
Yet where one thing ends, another often begins. Worth mentioning here is the Witcher community, a group of individuals so devoted and passionate that they provided the spark for our next project. During E3 in Los Angeles last June, we officially announced that we were working on GWENT: The Witcher Card Game.
Michał Dobrowolski (Game Designer): Players really seemed to like the Gwent we had in The Witcher 3. Actually, they liked it so much that before too long we started getting proverbial piles of mail asking us to make a standalone version that people could play with their friends. So, please believe me when I say we set out to make Gwent for the fans. Literally. So we put together a new team, one that would devote itself entirely to the Witcher Card Game, and starting working full steam.
A fully playable version of standalone GWENT made its first appearances at gamescom in Cologne, then at Brasil Game Show in São Paulo, at Igromir in Moscow and at Warsaw Games Week. We also went to Seattle for PAX West, where we gave visitors a peek behind-the-scenes at the game's development shortly before Gwent's Closed Beta went live in October.
Yet the last year at CD PROJEKT RED was not solely about making games. Many of our team members attended and made appearances at game development conferences and events, sharing knowledge with other professionals in the field. We were at Trojan Horse was a Unicorn in Portugal, the Industry Workshops in Great Britain, and at the Game Industry Conference in Poland. These experiences, all valuable in their own way, gave us the sense that our corner of Europe lacked a game development event that would be equal in scope and caliber. So, in collaboration with the city of Łódź, we organized Promised Land - a festival of the digital arts for professionals from the game, movie and advertising industries. Promised Land Art Festival brought together over 40 lecturers and instructors from around the world, among them some true luminaries representing established developers like Blizzard, Industrial Light & Magic, Digic and Naughty Dog. The festival program included lectures, panels and presentations, as well as a series of hands-on workshops during which industry professionals could perfect their skills.
Paweł Mielniczuk (Director, Promised Land Art Festival): We came up with the idea for Promised Land years ago. But it took months of hard work by a group of passionate people to put it together. We set out to offer more than pure theory. So in addition to lectures, Promised Land offered a range of hands-on workshops in traditional drawing, digital graphics and sculpting in clay. In the end, lecturers, instructors and participants alike said they'd be excited to attend the festival's next edition.
With the old year gone and the new year beginning, we should take a moment to summarize our industry achievements over the past twelve months. The Witcher 3: Wild Hunt – Blood and Wine garnered the Best RPG distinction during The Game Awards. This was followed by a number of Golden Joysticks, among them our second consecutive Studio of the Year award. John Mamais, head of our Cracow office, accepted the prize on behalf of the CD PROJEKT RED team, which numbers more than 450 at this stage.
John Mamais (Head of Studio, CD PROJEKT RED Cracow): I’m so damn proud to be able to work with so many talented individuals. Not only the amazing team in Warsaw that I worked with for 5 years as an Executive Producer for the Witcher franchise, but now also the Cracow studio, which worked closely with Warsaw on The Witcher 3 and its expansions — especially Blood and Wine. The Witcher 3 was done with only a fraction of the team we're building to make Cyberpunk a reality. We're growing like crazy, but rapid growth doesn’t in any way diminish the spirit of cooperation we all value — it takes all of us together to make CD PROJEKT RED, and this and other awards were a result of the efforts of everyone in all departments, not only dev but also the support teams. It seems to have paid off and we're so honored that gamers, gaming media and industry professionals alike all voted to recognize the passion and heart we invest in our work.
As the team continues to grow, the studio needs to keep up. In 2013 CD PROJEKT RED studio space totaled around 1100 square meters. Today we occupy over 6500 square meters split between three cities situated on two continents. As studios and teams continue to expand, we actively create opportunities for people from across the organization to meet and have a good time.
Kyle Rowley (Lead Gameplay Designer): The studio's annual picnic – that was the first time I got to meet people from outside my immediate circle of coworkers, the first time I struck up new acquaintances. I had just moved from Finland to Warsaw with my wife, my kid and half my belongings. So the picnic and the party that followed were a great opportunity to meet some of the members of this team, highly creative people each and every one… and hailing from all over the world. It was great to take a break, meet someone new, learn something new. Because you never know where and when someone will come up with that idea that's just pure gold… like a quest featuring a talking version of the witcher's horse, Roach.
There it is – 2016 in a nutshell. Full of adventure, emotional highs, and expansion, expansion, expansion. We want to thank you for being with us this last the year and hope you’ll stick around throughout the new. Challenges lie ahead. How about we take them on together? Go to cdpred.com/careers to see the current positions we have on offer. We can’t wait to meet you!
Has there been any attempt to resolve the numerous major bugs for xbox only platform? Recently theres been a few occasions where I've won saying for example I got +10 rating but it doesn't add up and when you play another game thinking it's just a temp glitch it still doesn't recognise that win... Theres too many glitches with the xbox which is, difficult
With update 0.8.37, our main goal was to address a set of important issues that have recently come to light, including the use of Mardroeme to get an auto-win after not choosing a target for the Mutagen card. This was not how we intended for the card to work and was something that required our immediate attention, because of the effect it was having on ranked play (players who abused this exploit have already been banned).
Other issues that have been addressed in update 0.8.37 include server errors caused by killing Morkvarg on 2 Strength and playing 3 Reinforced Ballistas and Redanian Elites. These actions should no longer cause the game to desynchronize.
Is someone going to pin a list of known bugs to the front page. There are too many (which is expected in beta) bugs to comb through and I checked the pinned messages and they don't cover all the common bugs.
I have never before participated in BETA testing before. I really liked Gwent in Witcher 3, I am a huge fan of the franchise, and when I received a beta key a month ago I was very eager to help. I play everyday and I am enjoying it, but I am seriously disappointed with how much I can actually contribute into the development of the game.
1. I have participated in several discussions on this forum and on reddit, but I have serious doubts anyone is actually reading it (besides other players).
2. I have sent a ticket, but got nothing besides "thank you e-mail".
3. There are several known bugs ( maerdrome disconnects, Francesca draws, throwing out of queue - extremely annoying) is anyone working on them?
4. There are several known balance issues (PFI on shrooms, Aard + weather). What is your thought on them? Are we even supposed to test balance, before all cards are out?
5. There are other cases I have personal doubts about (weather shutting down buffs - isn't it too good? Isn't monsters ability too much RNG?) is it even looked on?
6. What will we get next - solo campaign, nilfgaard, balance changes, bugs squashes?
7. Will the game be optimize in terms of resources usage (ATM my semi-old laptop barely works always lagging on some animations, lowering graphic setting makes the same lags, but cards are unreadable)?
I am really eager to help, just tell me what to do. Right now I am feeling like you don't want any of my help and have released Beta just to get some quick cash from barrel buyers during set-in-stone process of development.
TL;DR : I would appreciate a little more feedback/interaction from devs.
Thanks for sharing your thoughts with us. We do frequent the forums, reddit, discord and other social media including facebook and twitter often responding to players. Our tech support is not slowing down either. Just like some folks in this thread said, we are active in various places. As far as the bugs you mentioned, they are fairly new and we already have fixes in place for some of them, while working on addressing the rest. Once we are ready we will release the next patch (a small one to address the most critical issues is actually coming very soon). In the meantime, we would like to ask you for some patience and thank you for your understanding.